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MitiS - Movements Feat. MaHi (Original Mix) [OsuMania]

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Topic Starter
riunosk

Protastic101 wrote:

Alright, was talking to riunosk about the hitsounds and general stuff, and I decided that the set needs a bit of improvement before being pushed forward.

*boop*

General
  1. What's the point of snare(100%).wav when LR_Snare+Soft+Fast.wav is basically the same sample but louder? I'd suggest you remove the snare(100%).wav and replace it with LR_Snare+Soft+Fast.wav but in a lower volume (like maybe 30% works). Just open the .osu, go to Edit -> Replace and it'll look like this http://puu.sh/tG4zd.png ok i guess
  2. Due to the high amount of LNs in Teleportation, I would consider reducing the HP to 8.5 and lowering OD to 7.7 or so since it's a close 1:1 ratio of short notes to LNs HP is reduced to 8.6 instead and OD changed to 7.8retained at 8, i wanna try to retain a bit of the difficulty
  3. Imo, I'd just use the soft sample set throughout the entire song as the default normal-hitnormal in the calm section from 00:00:091 - 00:56:561 - is pretty noisy and distracting from the actual music. this is dependant on your own skin so thats subjective // not applied since already discussed with fc
  4. For the snares at 01:19:502 - , I'd try using this instead http://puu.sh/tG7Cy.wav i dont think that sound fits imo so not applied

Hitsounds


[Teleportation]
00:33:973 - This is my opinion, but I don't think the kicks here make that much sense with the music since there's no percussion here and the accent comes from the guitar chord kind of sound. I think it'd be better to replace the kicks here with drum-hitnormal2 since it's a quieter sound. the kick sounds seem to fit well so no chance
00:38:914 (38914|3) - This should be at 70% volume since you've been using double hitsounds at 35% in this section, which adds up to 70% total hitsound vol. I also don't really hear an accent on this note, so are you sure this is meant to be here as none of the other diffs have it. fixed, removed hs
00:43:855 (43855|2) - Import at 70% to make up for the single hitsound, or add another kick.wav on 00:43:855 (43855|0) - at 35% vol applied
00:44:561 (44561|2) - Same as the above, either use a double hitsound with each sample being 35% or import this one at 70% ^
00:44:914 (44914|2) - ^ . What I would recommend for this section is to just add hitsounds every 3/2 beat, like at 00:39:620 - 00:40:149 - 00:40:679 - for example, and stick to that the whole way through. that hs pattern doesnt seem to fit so no change
00:52:326 (52326|1,52326|0,52326|3) - Triple hitsound here, remove a hitsound from one of the notes (resetting the sample makes the note completely silent, so just remove 00:52:326 (52326|3) - and readd it as a short note) fixed
00:56:561 (56561|3) - Since this is the start of a new section, I would recommend adding a finish here. You can use the soft sampleset's finish for this as it fits nicely with the music. Note that you can't have an editor whistle/clap/finish on a sample imported note, so remove 00:56:561 (56561|3) - and readd it to get rid of the hitsound and add a soft-hitfinish on it. i think its fine as it is already so no change
01:08:208 (68208|0,68208|1) - These are pretty much inaudible, they're so quiet, even with a total vol of 100%. I'd just do here what I mentioned in teh general and remove the snare(100%).wav completely and just use LR_Snare+Soft+Fast.wav, albeit at a slightly lower volume like 25% (per note, for a total of 50% vol). already changed to lrsnaresoftfastwgawiuehaslkjd
01:08:737 (68737|3) - Add kick at 35% vol here oki
01:09:620 (69620|0) - Try to be consistent with your sample volumes here. What I notice is that you tend to hitsound two notes with the same sample and just split the volume which is fine, so here you should do the same and add a snare at 01:09:620 (69620|0,69620|2) - on 50% for both uhh timestamp? will clarify with you soon
01:10:149 (70149|1) - Missing kick(35%) fixed
01:12:443 (72443|2,72443|1) - Similar to what I mentioned two lines above, split the hitsound volume and add snares to both notes at 50% snare hs vol is fixed at 30 so im not making both to 50
01:13:502 (73502|1,73502|2,73502|0) - Triple hitsound, remove the hitsounds from one of the notes fixed
01:13:855 (73855|2,73855|1,73855|3) - ^ ^
01:14:032 (74032|0,74032|1) - Single hitsound, add another on the LN at 35% ^
01:14:208 (74208|3,74208|2,74208|0) - triple hitsound, remove one ^
01:13:502 (73502|1,73502|2,73502|0) - tbh, now that I listen to it more closely, wouldn't a snare be more appropriate for these sounds? The snare comes in every 1/1 it sounds like, so I'd replace the kicks at places like 01:13:502 - 01:13:855 - 01:14:208 - 01:14:561 - with snares instead. changed all 1/1 kicks to snares in that section
01:14:737 (74737|1,74826|0) - set these to 70% volume since there's only one hitsounded note fixed
01:15:620 (75620|3,75620|2,75620|0) - Triple hitsound, remove one hitsound from the pair. replaced with snares
01:16:149 (76149|0,76237|1) - Set these as 70% volume to make the total volume consistent with this entire burst. Again though, I think using LR_Snare+Soft+Fast.wav is better than using kicks as the sound more closely resembles a snare. i only changed the single notes to 70% and lrsnaresoftfastiwjdasikj dont really sound fitting to me at least
01:16:414 (76414|1,76590|2,76767|2,76943|3,77120|3,77296|1,77473|1,77649|0) - Set these all to 70% since they're only single hitsounds and you generally use 70% vol for your samples ^
01:16:679 (76679|1,76679|3,76679|0,77032|2,77032|0,77032|1,77385|3,77385|0,77385|2,77737|1,77737|2,77737|3) - Remove one hitsound from all of these triples as the total volume becomes 105% when you use three of the same samples at 35% vol fixed
01:18:796 (78796|2,78796|1,78796|0) - This has a combined volume of 150%. I'd just readd them at 33% volume instead so that it gets close to 100% total vol ok
01:19:149 (79149|1) - I'd consider removing the hitsound on this note and instead adding a Finish here for the crash and section start. If you do, don't forget to readd 01:19:149 (79149|0) - kick at 70% vol looks fine as it is, no change
01:19:502 (79502|0,79502|1,79502|3) - I'd use that snare I mentioned in General right here, maybe at 35% volume on two notes for a total of 70% vol aaaaaaaaaaaaaaa
01:20:208 (80208|3,80208|1,80208|2) - ^
01:20:914 (80914|2,80914|0,80914|1) - ^ and so on
01:20:826 (80826|3) - readd at 70% volume for consistency fixed
01:23:649 (83649|1) - ^
01:24:355 (84355|3) - ^
01:30:002 (90002|1) - ^ and so on from 01:19:502 i changed all the snares to 35 35, leaving one note empty and not exceeding 70
01:42:796 (102796|1,102796|0,102796|3) - Would just suggest readding the clap at 33% vol again to avoid going over 100% total vol fixed
02:02:914 (122914|3) - I'd consider replacing this with a kick at 70% vol. changed to snare
02:03:267 (123267|0,123620|0,123973|1) - Assuming you did the above, I would do the same here as the kick is heard even when the snare plays i added a 70% kick with the empty notes inbetween the 35 35 snares
02:15:620 (135620|1) - I'd consider adding a finish here even though it's a little quiet since this is like the start of the calm section dont think finishes are needed here since it transitions well on its own
02:15:620 (135620|1,136326|2,136370|3,137032|3,137561|2,139855|2,139943|3,140032|2,140208|1,140561|0,140914|0,141267|1,141443|2,141620|3,141973|2,142679|1,143208|3,143737|0,145149|0,145326|1,145502|2,145855|2,146208|0,146384|1,146561|2) - Might consider adding drum-hitnormal2 at 40% vol for these notes to help accent the piano. doesnt seem that way for me
02:26:914 - ^ And so on with the rest of this section ^
03:00:796 (180796|3) - Would recommend adding a soft-hitfinish here for the section start same as above

Anyways, the rest of the chart basically repeats the same problems I've pointed out. So to summarize, find a suitable volume you wanna use (such as 70%), and take however many notes you plan on hitsounding using the same samples (like you have two notes you want to add kick.wav to) and divide your total volume by the # of notes you plan on hitsounding to get your total vol. Additionally, you could use the default soft-hitnormal at the beginning and ends of sections to help emphasize it. For the piano, I'd recommend using the drum-hitnormal2 as it's a pretty sound and goes well with the section imo i feel tired just by reading that :c but ok

[notice]

Chart
[Teleportation]
00:10:502 (10502|1) - I think it'd be better to extend this LN to 00:11:208 - instead as that's where it actually ends. I'd try an arrangement like this https://osu.ppy.sh/ss/7187458 applied but last note moved to 3 instead
00:15:620 - The synth here is similar to the above in that it's a delay. Might try this to represent it https://osu.ppy.sh/ss/7187486 applied with slight change
00:31:149 (31149|3,32561|0,32738|2,32914|1,33090|2,33267|1,33355|2,33443|1,33620|2,33796|1) - I honestly think it's easier to play this if you isolate the different parts onto separate hands so that the player doesn't have to coordinate two moving parts across both hands. Like this maybe https://osu.ppy.sh/ss/7187497 its intended since its mapped similarly for a challenge and unless theres a major issue it will not be changed
00:44:208 (44208|2,44385|1) - I think it'd be easier to play if you switched columns here so the LN is in 2 and the short notes in 3 seems good
00:50:032 (50032|0,50032|1,50208|0) - LNs on the strong fingers and short notes on the weaker fingers of the same hand are ass to hit generally since your middle finger depends on the index finger for strength when playing, so it'd be better to switch the columns here, like this https://osu.ppy.sh/ss/7187546 same reason as ^
00:50:385 (50385|1,50473|0,50561|1,50649|2,50738|1,50826|3) - I'd try a more linear roll like this instead https://osu.ppy.sh/ss/7187564 ^
01:16:326 - In my opinion, this entire burst feels a bit difficult to hit. I might try using more two handed trills so that it's more balanced and less trilly on single hands https://osu.ppy.sh/ss/7187594 ^
01:37:767 (97767|0,97855|2,97855|1) - Would try using a trill instead like this https://osu.ppy.sh/ss/7187629 ^ + pr
01:43:326 (103326|2,103326|1,103414|0,103502|2,103502|1) - I'd consider stacking notes in [12] for better playability, like this https://osu.ppy.sh/ss/7187711 ^
01:49:855 (109855|0,110032|0,110208|0,110561|0,110737|0) - Feels a bit heavy in column 1. I'd try to rearrange it a little like this https://osu.ppy.sh/ss/7187725 rearranged by myself, rip ss
02:02:561 (122561|3,122561|2,122737|3,122914|3) - Definitely switch the columns here due the reason I mentioned above a while ago about weaker fingers depending on stronger fingers for strength. Maybe try this https://osu.ppy.sh/ss/7187735 (I also rearranged the top for better playability imo) same as above
02:07:480 (127480|1,127657|3,127855|0,128032|2,128186|1,128362|0,128539|3,128715|1,128892|2,129068|0,129245|1,129421|3,129598|2,129774|1,129951|3,130127|0,130304|2,130480|1,130657|0,130833|3,131009|2,131186|0,131362|3,131539|2,131715|1,131892|3,132068|0,132245|1,132421|2,132598|1,132752|3,132752|0,132929|1,133105|2,133282|3,133458|1,133634|3,133811|2,133987|1) - Is there any reason why these are all on the 1/8 before the downbeat/upbeat? snapped for accuracy
02:12:752 (132752|0) - I'd consider ending this at 02:15:620 - where the piano comes in as the sound quickly fades away afterwards, and this is a nice place to end it off. i've thought a lot about this and i'll re-apply this ln from before a previous mod suggested this
02:42:796 (162796|2,162973|1,163061|2,163149|1) - Would consider control H here so that the hand holding the LN doesn't have as many short notes to deal with as the LNless right hand okay
02:54:620 (174620|1,174708|0,174796|1,174884|2,174973|1,175061|3,175149|2) - Would consider arranging this to be more like a linear roll,. like so https://osu.ppy.sh/ss/7187760 same as above
03:25:326 - Shouldn't there be another note here for the kick? 1 would probably work best fixed
03:35:914 (215914|3) - I'd try to keep notes from being stuck on the outside of LNs simply cause it's harder to hit notes like that as opposed to if they were in the inner column its intended as the kick notes are supposed to follow the initial LNs right after them
03:44:914 (224914|1,225002|0,225090|1,225090|2) - Would consider something more connected like this http://puu.sh/tGdHv.jpg fully applied
03:59:737 (239737|0,239737|1,239737|3,239737|2) - Why are you using a quad for a snare? From what I've noticed in this section, you've just been using triples for all the snares, and only use quads for the the ending snares like at 03:23:031 (203031|1,203031|0,203031|3,203031|2) - fixed during re-hs
04:01:855 (241855|3,241855|2,241855|0,241855|1) - ^ ^
04:04:678 (244678|0,244678|1) - Shouldn't this be a triple for the snare? Maybe moving 04:04:502 (244502|3) - to 2 and adding the note in 4 would work best ^
04:07:149 - I'd try to reduce the amount of trills while you can before you get to 04:07:855 - , like this https://osu.ppy.sh/ss/7187800 same as way up
04:19:149 (259149|1,259149|0,259326|1,259326|2,259502|3,259502|2) - Rather than a stair, I'd try stacking 3 of the notes in 1 and making the others move outward, like this https://osu.ppy.sh/ss/7187805 changed to instead, let me know if thats an issue

You can apply most of the stuff I mentioned about the hitsounds to the other diffs. time to spend another hour re-hitsounding I haven't looked at the lower diffs since I ran out of time, but I think you kind of get the point. yep If you need any clarification or stuff, feel free to poke me in game or forum pm me. beware the spam
much tank very
Protastic101
Just posting to say I've discussed the hitsounds with riunosk, and I'm ok with how it is now, so FC can rebub whenever.
Aruel
ok then ~o~
Rivals_7
Preserved valkyria post. will edit this



[General]
https://soundcloud.com/mitis/mitis-movements-feat-mahi
MitiS official(?) soundcloud write the title with (Original Mix) so i think you should too

1|2|3|4

[Easy]

00:09:267 (9267|2,9620|3) - would move this to 1|3 as the current pattern looks kinda not too flowy due to - 00:08:914 (8914|3,9267|2,9620|3) - is being hitted in the same hand

00:17:738 (17738|2,18090|3) - wait again?

00:34:502 (34502|2,35032|2) - why is this the only one being stacked?

01:54:443 (114443|3) - i believe the pitch is different with - 01:54:090 (114090|3) - so move that to 1.

02:02:208 (122208|0) - similar^

02:15:620 - emm idk. add note? there's some noise tho

02:17:032 (137032|3,137561|2) - move left one step. I believe the pitch is different with 02:16:326 (136326|3) -

02:38:914 (158914|2,159267|2) - why stack? you didnt do stack for the others similar sound

03:17:561 (197561|1) - delete this one. refer the same rythm at - 01:13:326

04:09:973 (249973|3,250502|2) - move left. pmuch same reason

[Normal]

00:10:149 (10149|3,10326|2,10502|1) - I suppose you can delete this since its just an echo from the previous noise. also you didnt do this at - 00:21:443

01:54:443 - add note at 1? the current pattern doesnt seem so flowy for me

01:58:149 (118149|1) - move to 4? seems more convenient for this tier level

02:15:620 - well... add?

03:15:973 (195973|3) - move to 3 i think. the pitch doesnt similar with - 03:16:326 (196326|3) -

03:20:384 (200384|1) - delete i guess. its more convenient to start rushing from the downbeat rather from this

03:33:267 (213267|0,213973|3) - wait why are you separating the LNs? you didnt do it before -03:27:620 (207620|0) -

03:44:208 (224208|3) - move to 2 i think. so its more flowy

04:09:973 (249973|3,250502|2) - 02:17:032 (137032|3,137561|2) - move left? same reason

[crono's Hard]
Not sure if you intendedly doing this

tho its recommended to snap it properly ( to white line. I think?)

01:14:737 (74737|1,74826|1) - uhhh i guess this is not the suitable diff to have a minijack here. would just recommend to do a simple 1|2|3 roll as the players would hardly 300G this

01:17:385 (77385|3) - move to 2 I think. this is - 01:17:032 (77032|3,77208|3,77385|3) - unecessarily quite more dense than the rest of the stream part here

02:39:973 (159973|1,160149|2) - i guess this should be stacked? the kick sounds kinda same anyways. refer - 02:45:620 (165620|1,165796|1) -

03:21:267 (201267|0,201443|0,201620|0) - this got quite similar problem about being dense but idk what to move xd

04:07:149 (247149|1,247326|1,247502|1) - 04:08:120 (248120|1,248296|1,248473|1) - there's even two points here xd. its recommended to change it somehow

[Insane]

01:32:032 (92032|2,92385|1) - move to 1|4 looks more cool to hit imo

02:17:032 (137032|3,137561|2) - move left again? xd

02:26:914 (146914|2) - move to 1 or 2. stacking it with - 02:26:561 (146561|2) - doesnt seem fit with the pitch

02:39:090 (159090|3) - move to 1? most of the others double-triple-double structure doesnt have any triple stacks - 02:38:737 (158737|3,158914|3,159090|3) - on it

02:44:737 (164737|3) - ^

[Aliscea's Insane]

Surprisingly i didnt find anything worthy to change xd so yeah
but pls disable "use special style" and some stacked objects (check aimod)
Popping the bubble for this matter. since its obviously unrankable

[Teleportation]

no suggestion. all already plays cool

If you have everything settled and done, you may call FC to rebubble
Topic Starter
riunosk

Rivals_7 wrote:

Preserved valkyria post. will edit this



[General]
https://soundcloud.com/mitis/mitis-movements-feat-mahi
MitiS official(?) soundcloud write the title with (Original Mix) so i think you should too ranked standard version is the same as this so shouldnt have any issue

1|2|3|4

[Easy]

00:09:267 (9267|2,9620|3) - would move this to 1|3 as the current pattern looks kinda not too flowy due to - 00:08:914 (8914|3,9267|2,9620|3) - is being hitted in the same hand aight

00:17:738 (17738|2,18090|3) - wait again? moved first note to 2 for slight variation between the sections

00:34:502 (34502|2,35032|2) - why is this the only one being stacked? cant remember the reason why, but fixed

01:54:443 (114443|3) - i believe the pitch is different with - 01:54:090 (114090|3) - so move that to 1. okay

02:02:208 (122208|0) - similar^ moved to 3

02:15:620 - emm idk. add note? there's some noise tho imo the release of the ln itself should be sufficient but if this is still an issue let me know added

02:17:032 (137032|3,137561|2) - move left one step. I believe the pitch is different with 02:16:326 (136326|3) - yep ok

02:38:914 (158914|2,159267|2) - why stack? you didnt do stack for the others similar sound moved second note to 2

03:17:561 (197561|1) - delete this one. refer the same rythm at - 01:13:326 hmm alright

04:09:973 (249973|3,250502|2) - move left. pmuch same reason okidoki

[Normal]

00:10:149 (10149|3,10326|2,10502|1) - I suppose you can delete this since its just an echo from the previous noise. also you didnt do this at - 00:21:443 i dont think they should be deleted even if they are echos since they are quite audible maybe i should

01:54:443 - add note at 1? the current pattern doesnt seem so flowy for me okay

01:58:149 (118149|1) - move to 4? seems more convenient for this tier level sort of repetitive but sure
02:15:620 - well... add?

03:15:973 (195973|3) - move to 3 i think. the pitch doesnt similar with - 03:16:326 (196326|3) - 03:15:267 (195267|2) - pitch here is slightly lower so no change

03:20:384 (200384|1) - delete i guess. its more convenient to start rushing from the downbeat rather from this okay

03:33:267 (213267|0,213973|3) - wait why are you separating the LNs? you didnt do it before -03:27:620 (207620|0) - the synths sound very different from the rest of the "synth sections" so i decided to implement a different ln structure for it

03:44:208 (224208|3) - move to 2 i think. so its more flowy okay

04:09:973 (249973|3,250502|2) - 02:17:032 (137032|3,137561|2) - move left? same reason sure thing

[Insane]

01:32:032 (92032|2,92385|1) - move to 1|4 looks more cool to hit imo seems nice, reduces focus on 3 as well

02:17:032 (137032|3,137561|2) - move left again? xd >:c

02:26:914 (146914|2) - move to 1 or 2. stacking it with - 02:26:561 (146561|2) - doesnt seem fit with the pitch moved to 2

02:39:090 (159090|3) - move to 1? most of the others double-triple-double structure doesnt have any triple stacks - 02:38:737 (158737|3,158914|3,159090|3) - on it okay

02:44:737 (164737|3) - ^ ^

[Teleportation]

no suggestion. all already plays cool yay

If you have everything settled and done, you may call FC to rebubble BUBBLEBBUBUBEUBUULBLLEBULBBLUBLEUBELUBEL
tanks for mod
Crono

Rivals_7 wrote:

[crono's Hard]
Not sure if you intendedly doing this

tho its recommended to snap it properly ( to white line. I think?) The hitsounding was still working for the notes as intended so I left it. fixed anyway

01:14:737 (74737|1,74826|1) - uhhh i guess this is not the suitable diff to have a minijack here. would just recommend to do a simple 1|2|3 roll as the players would hardly 300G this it's fine. it's not even hard to hit. and it's a HARDdiff. It fits just fine

01:17:385 (77385|3) - move to 2 I think. this is - 01:17:032 (77032|3,77208|3,77385|3) - unecessarily quite more dense than the rest of the stream part here

02:39:973 (159973|1,160149|2) - i guess this should be stacked? the kick sounds kinda same anyways. refer - 02:45:620 (165620|1,165796|1) - fixed... I think xD

03:21:267 (201267|0,201443|0,201620|0) - this got quite similar problem about being dense but idk what to move xd broken stairs balnces it. overall the streamy bit has almost the same note count per hand. a short anchoring in a stream is needed for that feel here imo

04:07:149 (247149|1,247326|1,247502|1) - 04:08:120 (248120|1,248296|1,248473|1) - there's even two points here xd. its recommended to change it somehow It's the end climax it's supposed to be a little hard. No matter how I change this part it is going to have some anchoring. >:(
So what I got from that is anchoring is a no no to you on a hard diff...which is supposed to be a stepping stone towards insane... noted
AlisceaSparku

Rivals_7 wrote:

Preserved valkyria post. will edit this



[General]

[Aliscea's Insane]

Surprisingly i didnt find anything worthy to change xd so yeah
but pls disable "use special style" and some stacked objects (check aimod)
Popping the bubble for this matter. since its obviously unrankable
T_T_T forgive me FC ;w; i'm sorry
anyway thanks for noticing rivals, fixed :D
Rivals_7
had some chat and we fixed some HP OD, HS issues and some pattern change in Aliscea's
SPOILER
2017-02-16 17:55 riunosk: helo
2017-02-16 17:56 Rivals_7: ow hi
2017-02-16 17:56 riunosk: thx for modding my map :d
2017-02-16 17:56 riunosk: sad bubble pop though :(
2017-02-16 17:56 riunosk: your mod was applied yesterday
2017-02-16 17:57 Rivals_7: well I had too since that overlap xd
2017-02-16 17:57 Rivals_7: is it rebubble yet?
2017-02-16 17:57 riunosk: fc is looking for ur confirmation for rebub
2017-02-16 17:57 riunosk: so yea
2017-02-16 17:57 riunosk: i need a recheck
2017-02-16 17:57 riunosk: just in case
2017-02-16 17:57 riunosk: in the rare case that i miss out a mod
2017-02-16 17:57 riunosk: happened once
2017-02-16 17:57 riunosk: so i dont want that to happen again ; w;
2017-02-16 17:58 Rivals_7: lemme checking out a bit
2017-02-16 17:59 riunosk: no rush
2017-02-16 17:59 riunosk: take your time
2017-02-16 18:02 Rivals_7: OD 8,3? sounds pretty harsh for a diff that has quite many LNs tho
2017-02-16 18:02 Rivals_7: ACTION is editing [https://osu.ppy.sh/b/892786 MitiS - Movements (feat. MaHi) [Insane]]
2017-02-16 18:03 Rivals_7: would just recommend 8 and HP 8 as well
2017-02-16 18:03 riunosk: hm
2017-02-16 18:03 riunosk: well
2017-02-16 18:03 riunosk: looking at ln count
2017-02-16 18:03 riunosk: i would say its fine compared to teleportation's
2017-02-16 18:04 Rivals_7: since teleport is LN based its fine I think
2017-02-16 18:04 riunosk: :/
2017-02-16 18:05 Rivals_7: aliscea got some krul LN too and its OD are 8,5 now lul. quite harsh as well
2017-02-16 18:05 Rivals_7: emm
2017-02-16 18:06 riunosk: hm
2017-02-16 18:06 riunosk: reduce the od?
2017-02-16 18:06 Rivals_7: so my idea is kinda like Insane HP OD 8 | Aliscea HP 8,3 OD 8 | Teleportation keep it
2017-02-16 18:07 Rivals_7: gradually increasing from crono which only had HP OD 7,5
2017-02-16 18:07 riunosk: hm
2017-02-16 18:07 riunosk: how about insane odhp 8.1 instead
2017-02-16 18:08 riunosk: 8 seems a liiiiiittle bit
2017-02-16 18:08 riunosk: too low for me
2017-02-16 18:08 riunosk: putting 8.05 has no point either
2017-02-16 18:08 Rivals_7: well its ok I think, not so much different
2017-02-16 18:08 riunosk: i'll take your suggestion for aliscea's odhp though
2017-02-16 18:08 riunosk: then its 8.1 then
2017-02-16 18:08 riunosk: oops i went to playmode
2017-02-16 18:09 Rivals_7: lel
2017-02-16 18:09 riunosk: aight odhp changed
2017-02-16 18:10 Rivals_7: that should be everything then. dont want to change too much xd its already cool
2017-02-16 18:10 riunosk: yay
2017-02-16 18:10 riunosk: okay
2017-02-16 18:10 riunosk: so i'll do update
2017-02-16 18:11 riunosk: and you do post
2017-02-16 18:11 riunosk: so fc can verify
2017-02-16 18:12 Rivals_7: maybe i'll just rebubble instead. I let FC qualified later
2017-02-16 18:12 riunosk: uh
2017-02-16 18:12 riunosk: hold on a sec
2017-02-16 18:12 riunosk: aliscea suggested hp 7.8
2017-02-16 18:12 riunosk: for her diff
2017-02-16 18:12 riunosk: no wait
2017-02-16 18:13 riunosk: od
2017-02-16 18:13 riunosk: sorry
2017-02-16 18:13 riunosk: typo
2017-02-16 18:13 riunosk: OD 7.8 HP 8.3
2017-02-16 18:13 Rivals_7: ah... fair enough I think. her LN is quite tricky for some people too
2017-02-16 18:14 riunosk: meh
2017-02-16 18:14 riunosk: okay
2017-02-16 18:14 riunosk: i think teleportation sr is underrated
2017-02-16 18:14 Rivals_7: shes the mapper after all. she know better xd
2017-02-16 18:14 riunosk: ; w;
2017-02-16 18:14 riunosk: ye
2017-02-16 18:14 Rivals_7: think so too but it should be no problemo
2017-02-16 18:14 riunosk: ok odhp updated for aliscea
2017-02-16 18:14 riunosk: can i ask something first
2017-02-16 18:15 Rivals_7: yes?
2017-02-16 18:15 riunosk: since FC is the first bubbler of this mapset
2017-02-16 18:15 riunosk: can that same bn do qualify?
2017-02-16 18:15 riunosk: after what this mapset has gone through
2017-02-16 18:15 Rivals_7: its popped by me so the bubble count reset to zero
2017-02-16 18:16 Rivals_7: how do i rephrase aaaa
2017-02-16 18:16 riunosk: :/
2017-02-16 18:17 riunosk: btw aliscea fixed something
2017-02-16 18:17 riunosk: https://osu.ppy.sh/ss/7337859 changed to https://osu.ppy.sh/ss/7337863
2017-02-16 18:17 riunosk: unintended triple
2017-02-16 18:18 Rivals_7: its no matter whose the first bubbler, if its popped then it resets and it has to process into another bubble again, and it can be by the popper or the first bubbler.
2017-02-16 18:18 Rivals_7: i think thats a thing in a BN rules but kinda forget lel
2017-02-16 18:18 riunosk: oh
2017-02-16 18:18 Rivals_7: oki you change that?
2017-02-16 18:18 riunosk: so basically any bn can do qualify no matter who bubbled but bubble status needs to sort of
2017-02-16 18:18 riunosk: reset?
2017-02-16 18:18 riunosk: yea
2017-02-16 18:19 Rivals_7: true
2017-02-16 18:19 riunosk: o
2017-02-16 18:19 riunosk: okay
2017-02-16 18:20 Rivals_7: so its updated?
2017-02-16 18:20 riunosk: yea
2017-02-16 18:20 riunosk: triple fixed
2017-02-16 18:20 riunosk: od changed to 7.8
2017-02-16 18:21 Rivals_7: so i'll just rebub then. its okay rite?
2017-02-16 18:22 Rivals_7: (tho i want to qualify things at least once a month xD)
2017-02-16 18:22 Rivals_7: nah jk
2017-02-16 18:22 riunosk: xD
2017-02-16 18:22 riunosk: well
2017-02-16 18:22 riunosk: i'll do a self run through one more time
2017-02-16 18:22 riunosk: just in case
2017-02-16 18:22 Rivals_7: alrite
2017-02-16 18:22 riunosk: might take around 10 mins or so
2017-02-16 18:25 riunosk: wew found tiny hs error in easy
2017-02-16 18:25 riunosk: - w-
2017-02-16 18:27 Rivals_7: and I though the HS were already okay :v
2017-02-16 18:27 Rivals_7: t*
2017-02-16 18:27 riunosk: well
2017-02-16 18:27 riunosk: errors happen
2017-02-16 18:27 riunosk: i guess
2017-02-16 18:27 Rivals_7: Easy is 1,51* lel close
2017-02-16 18:27 riunosk: better safe than sorry xd
2017-02-16 18:28 riunosk: hue
2017-02-16 18:29 Rivals_7: I actually kinda lazy when i have to deal with Sample HS like this xd (Thx protastic)
2017-02-16 18:32 riunosk: hitsound is troublesome
2017-02-16 18:33 Rivals_7: kick 35% @35% wait wat
2017-02-16 18:33 Rivals_7: 35% in 35% ? xD
2017-02-16 18:33 riunosk: wut
2017-02-16 18:34 Rivals_7: why are you naming the sample like this xD
2017-02-16 18:34 riunosk: for convenience
2017-02-16 18:34 Rivals_7: ah i see
2017-02-16 18:38 riunosk: eurgh
2017-02-16 18:38 riunosk: parents being annoying
2017-02-16 18:38 riunosk: calling me to do simple stuff
2017-02-16 18:38 Rivals_7: hue ._.
2017-02-16 18:40 riunosk: fixed a teeny hs thing again in insane
2017-02-16 18:43 riunosk: okay should be fine now
2017-02-16 18:43 riunosk: updated
2017-02-16 18:43 riunosk: i guess you can bub now
2017-02-16 18:44 Rivals_7: alritey
2017-02-16 18:44 riunosk: yey


Rebubbled. FC, pls dont forget the 24 Hour rules xD
Topic Starter
riunosk

Rivals_7 wrote:

FC, pls dont forget the 24 Hour rules xD
7:49 PM Singapore Time
Aruel
I finally didnt break 24 rule!
Kaito-kun
Hi, riunosk, just a random guy with a mod before this get ranked (If I do finish before FC qualifies this). Well shit, it got qualified while I was modding, o well, here we go anyways:

Warning: I'm the blunt type of modder, if I say something that insults you in any way, please be wary that my intention here isn't to shit on you, but to potentially increase the quality of the beatmap.

1|2|3|4

[General]
First of all, hitsounds are annoying as hell to play and hear. While I was testplaying, I had to mute hitsounds to be able to hear the map correctly. Same while I was modding. And even with putting Audio at 5% on the editor, I could hear it clearly, which annoyed me even more while I was modding It sounds like the default hitsounds, and I could swear at first that you were using default HS, but you are not, which is what puzzles me the most. Now, I'm not an expert at Hitsounding, so I can't help you with it. I'm only portraying what I felt regarding this from the point of view of a player. But I can clearly say that the Hitsounds can be a lot better than they currently are, by far.

Also, I don't think having 2 difficulties named Insane is good. Aliscea's Insane difficulty should be named another way. Because this is the current problem: Your spread (naming-wise) is Easy->Normal->Hard->Insane->Insane->Teleportation. You seeing the problem, right? Keep in mind I'm not telling you to remove one of the Insane diffs or something like that, it's ok spread-wise (won't talk about their quality since I haven't checked them). What I'm saying is simply change the name of Aliscea's difficulty to something different, but that could be considered above Insane, for example, Extra.
Regarding this, please remember that difficulty names like Insane+ can bring you problems, so be wary of those when changing the name.


[SVs]
Ok, so probably one of the main reason this map plays SO akward, it's the fact that literally half (if not more) of the map is one huge slowjam. And I'm not even joking here. You can take a look at it yourself. And that makes a bunch of patterns that should be easy to hit (saying this both playing-wise and also regarding the coherence with the map), both uncomfortable and akward to play.

Being honest, map would be far better without the slowjams, because of the reasons stated above. But also because most of the SVs you have on non-kiai are barely noticeable. Because you keep up on a constant slowjam, the bumps are not noticeable at all, which is useless if it's not even noticeable by the player (Being honest, I discovered you had a bump here 00:57:620 - after I finished testplaying and looked at it on the editor. That's how unnoticeable it is lol).

There's also the speedup at 01:16:326 - and other similar sections of the map. This is pretty uncomfortable to play, considering it's a sudden change in density, and adding such speedup is both uncomfortable to play and not really correct from my perspective. Let me explain: When the song reaches this point 01:16:326 -, it is at it's fastest point, in other words, it doesn't go faster than that after that part ends, but the opposite, it slows down a bit at 01:17:914 -. But with how you have the SVs there, you are making it look like it going faster and faster, when the whole SV section is just one constant speed. So it doesn't fit the section at all. Same thing happens with other similar sections throught the song

[Teleportation]
00:00:091 - Here, at the very start, there's a pretty strong sound that you tend to ignore. I can somewhat agree when you ignore sounds such as the ones heard here 00:00:796 - or here 00:01:149 -, but this starting crash is different. It's way too relevant and strong to simply leave out. It feels akward to simply ignore it while playing, as it sounds even more relevant than the other sounds. My suggestion here is adding a double along the LN on columns 3 and 4. Althought I would also agree if you only added a single note on the 4th column.

00:03:443 (3443|0,3620|1,3796|2) – Shouldn’t it play a lot better if you would have placed these notes the same way as 00:02:914 (2914|1,3090|0,3267|2) -, to accentuate the repetition of sounds there?

00:09:796 – There’s definitely a missing LN here. It’s clearly hearable when you slow down the song a little bit. Heck, even while playing the map it felt like there was something missing there. If you ask yourself what sound I’m talking about, it’s the same type of sound like these three 00:09:973 (9973|2,10149|3,10326|2) –

00:11:385 (11385|0,11561|1,11738|2,11914|0,12090|1,12267|2,12443|1) – Why don’t you vary it a bit more? You already repeated this pattern 3 times (counting this one), and there are a lot of other ways you could put these LNs. For example, moving these 2 LNs 00:11:561 (11561|1,12090|1) – into the 4th column, to vary the pattern a bit more and also increase the use of that column, which you have barely used up to this point (regarding LNs).

00:12:796 (12796|1,12973|2,13149|3,13326|2,13502|1,13679|3,13767|2,13855|1) – Ctrl+H and then Ctrl+LeftArrow (Simply put, mirroring what you did on those columns). This is because there’s no need to have something like this 00:12:443 (12443|1,12796|1) – when it could have been easily avoided by doing something like what I recommended.

00:14:738 (14738|1,14914|2,15090|3) -Move all 3 LNs one column to the left, to emphasize the repetition of 00:14:208 (14208|0,14385|1,14561|2) -

00:17:561 (17561|0) – Move this one column to the right to make a repetition emphasis with 00:17:032 (17032|1,17208|2,17385|3) –

00:20:385 (20385|1) - Move this to the 1st column, for the same repetition emphasis as I've explained before

00:22:679 - Starting here, things start playing even weirder than how the start already is. Notes like this one 00:24:090 (24090|0) - or this one 00:25:502 (25502|0) - are not very hearable while playing, and having them the same way as the ones clearly hearable make up for some akward feeling while playing the map. The best course of action for those not-so-hearable sounds would be to represent them as single notes instead of LNs. Like that, the hearable sounds are emphasized A LOT MORE, and there's no akward feeling, while also representing those sounds.
Also, after checking more throughly the map, such patterns are throught the whole map, which is probably one of the main reasons that makes this map so weird and akward to play overall. So give it some thought.

00:33:267 (33267|1,33355|2) - With both LNs being held at columns 1 and 4, this isn't very comfortable, nor playing-wise, nor by looking at it from the editor. These 2 LNs would've been a lot more comfortable (and less accuracy-draining for lower ranked players) by being single notes instead of LNs.

Althought I can accept that you cut early these LNs 00:31:149 (31149|3,32561|0) - to make space for the next set of notes, there should be no reason to do the same with 00:33:796 (33796|1) -, as this one feels weird to have cut off. The 2 long LNs are ok because they are overextended sounds (won't say they are incorrect, because I agree with the idea, but not precisely with the execution, but I digress), but the short one isn't an overextended sound like them, so it shouldn't be treated the same way as them. So my reccomendation is simple to make the small LN (this one 00:33:796 (33796|1) - if you got lost) end where it should, in other words, here 00:33:973 -.

From here 01:08:032 - up to here 01:13:502 (73502|2) -. On the section starting here, bluntly put, it feels overmapped. Now, before you go and start saying it's not: Yes, it's not overmapped, each single note/double note represents a sound, so it's not overmapping. But even tho it isn't overmapped, doesn't mean it doesn't FEEL like it is. Most of the notes on that section are barely hearable. And while playing the map, all I could think of here was "WTF am I supposed to be following with this?". My main guess here is that there's too much emphasis on the LNs (which, being honest, start getting a bit repetitive by this point, and the map is 4 minutes long), and too few on the single notes. So varying a bit and making it more oriented on the single notes rather than the LNs would give the player a break from the already-repetitive LNs, and also make this section both more comfortable (o yes, this section feels pretty uncomfortable too) and less akward overall.

I'm going to leave it like this for now, since I'm pretty tired and I would've gotten even further, and this already makes 4 pages on Word lol.

Anyways, if you have any doubts with my mod, you can always PM me either in-game, on forums, or even on Discord (I noticed you were on the RRM Discord Server yesterday lmao), the latter being the easiest point of access.
Seiryuu
Some inconsistencies here and there
00:50:561 - and 00:50:738 - are each missing a note for the triple beat. (I know these could be done on purpose but adding those notes really make it play out better)
02:54:796 - and 02:54:973 - ^
00:52:679 - There should be a note here.
00:52:855 (52855|2) - There's no beat here so this should be removed. (Ghost note)
03:13:767 (193767|2) - There's no beat here too (Ghost note)
03:16:326 (196326|2,196414|3,196502|2,196590|3,196679|2,196767|3) - Right hand trill here can definitely be avoided.
Actually from 00:52:326 - to 00:53:738 - there's a beat every 1/1 snap so you might want to fix that.

Also, the more i look at it, the more i realise that the chart is literally copypasted again and again :/.

Might add on a bit about the SVs after i get replies from the other guys.
pishifat
as requested
Topic Starter
riunosk

Kaito-kun wrote:

Hi, riunosk, just a random guy with a mod before this get ranked (If I do finish before FC qualifies this). Well shit, it got qualified while I was modding, o well, here we go anyways:

Warning: I'm the blunt type of modder, if I say something that insults you in any way, please be wary that my intention here isn't to shit on you, but to potentially increase the quality of the beatmap.

1|2|3|4

[General]
First of all, hitsounds are annoying as hell to play and hear. While I was testplaying, I had to mute hitsounds to be able to hear the map correctly. Same while I was modding. And even with putting Audio at 5% on the editor, I could hear it clearly, which annoyed me even more while I was modding It sounds like the default hitsounds, and I could swear at first that you were using default HS, but you are not, which is what puzzles me the most. Now, I'm not an expert at Hitsounding, so I can't help you with it. I'm only portraying what I felt regarding this from the point of view of a player. But I can clearly say that the Hitsounds can be a lot better than they currently are, by far. // i think the hitsounds are fine as they are

Also, I don't think having 2 difficulties named Insane is good. Aliscea's Insane difficulty should be named another way. Because this is the current problem: Your spread (naming-wise) is Easy->Normal->Hard->Insane->Insane->Teleportation. You seeing the problem, right? Keep in mind I'm not telling you to remove one of the Insane diffs or something like that, it's ok spread-wise (won't talk about their quality since I haven't checked them). What I'm saying is simply change the name of Aliscea's difficulty to something different, but that could be considered above Insane, for example, Extra.
Regarding this, please remember that difficulty names like Insane+ can bring you problems, so be wary of those when changing the name. // changed aliscea's diff to Extra


[SVs]
Ok, so probably one of the main reason this map plays SO akward, it's the fact that literally half (if not more) of the map is one huge slowjam. And I'm not even joking here. You can take a look at it yourself. And that makes a bunch of patterns that should be easy to hit (saying this both playing-wise and also regarding the coherence with the map), both uncomfortable and akward to play.

Being honest, map would be far better without the slowjams, because of the reasons stated above. But also because most of the SVs you have on non-kiai are barely noticeable. Because you keep up on a constant slowjam, the bumps are not noticeable at all, which is useless if it's not even noticeable by the player (Being honest, I discovered you had a bump here 00:57:620 - after I finished testplaying and looked at it on the editor. That's how unnoticeable it is lol).

There's also the speedup at 01:16:326 - and other similar sections of the map. This is pretty uncomfortable to play, considering it's a sudden change in density, and adding such speedup is both uncomfortable to play and not really correct from my perspective. Let me explain: When the song reaches this point 01:16:326 -, it is at it's fastest point, in other words, it doesn't go faster than that after that part ends, but the opposite, it slows down a bit at 01:17:914 -. But with how you have the SVs there, you are making it look like it going faster and faster, when the whole SV section is just one constant speed. So it doesn't fit the section at all. Same thing happens with other similar sections throught the song discussed in irc, removed slowjams

[Teleportation]
00:00:091 - Here, at the very start, there's a pretty strong sound that you tend to ignore. I can somewhat agree when you ignore sounds such as the ones heard here 00:00:796 - or here 00:01:149 -, but this starting crash is different. It's way too relevant and strong to simply leave out. It feels akward to simply ignore it while playing, as it sounds even more relevant than the other sounds. My suggestion here is adding a double along the LN on columns 3 and 4. Althought I would also agree if you only added a single note on the 4th column. added at 4

00:03:443 (3443|0,3620|1,3796|2) – Shouldn’t it play a lot better if you would have placed these notes the same way as 00:02:914 (2914|1,3090|0,3267|2) -, to accentuate the repetition of sounds there? then it'll be repetitive all the way so no change

00:09:796 – There’s definitely a missing LN here. It’s clearly hearable when you slow down the song a little bit. Heck, even while playing the map it felt like there was something missing there. If you ask yourself what sound I’m talking about, it’s the same type of sound like these three 00:09:973 (9973|2,10149|3,10326|2) – added at 4

00:11:385 (11385|0,11561|1,11738|2,11914|0,12090|1,12267|2,12443|1) – Why don’t you vary it a bit more? You already repeated this pattern 3 times (counting this one), and there are a lot of other ways you could put these LNs. For example, moving these 2 LNs 00:11:561 (11561|1,12090|1) – into the 4th column, to vary the pattern a bit more and also increase the use of that column, which you have barely used up to this point (regarding LNs). sort of rearranged

00:12:796 (12796|1,12973|2,13149|3,13326|2,13502|1,13679|3,13767|2,13855|1) – Ctrl+H and then Ctrl+LeftArrow (Simply put, mirroring what you did on those columns). This is because there’s no need to have something like this 00:12:443 (12443|1,12796|1) – when it could have been easily avoided by doing something like what I recommended. already fixed through ^

00:14:738 (14738|1,14914|2,15090|3) -Move all 3 LNs one column to the left, to emphasize the repetition of 00:14:208 (14208|0,14385|1,14561|2) - this sounds very very slightly different and higher pitched so no change

00:17:561 (17561|0) – Move this one column to the right to make a repetition emphasis with 00:17:032 (17032|1,17208|2,17385|3) – ^

00:20:385 (20385|1) - Move this to the 1st column, for the same repetition emphasis as I've explained before okay

00:22:679 - Starting here, things start playing even weirder than how the start already is. Notes like this one 00:24:090 (24090|0) - or this one 00:25:502 (25502|0) - are not very hearable while playing, and having them the same way as the ones clearly hearable make up for some akward feeling while playing the map. The best course of action for those not-so-hearable sounds would be to represent them as single notes instead of LNs. Like that, the hearable sounds are emphasized A LOT MORE, and there's no akward feeling, while also representing those sounds.
Also, after checking more throughly the map, such patterns are throught the whole map, which is probably one of the main reasons that makes this map so weird and akward to play overall. So give it some thought. they are audible for me so its probably on your side

00:33:267 (33267|1,33355|2) - With both LNs being held at columns 1 and 4, this isn't very comfortable, nor playing-wise, nor by looking at it from the editor. These 2 LNs would've been a lot more comfortable (and less accuracy-draining for lower ranked players) by being single notes instead of LNs. the way it is pressed is essentially the same whether it is LN or note so no change

Althought I can accept that you cut early these LNs 00:31:149 (31149|3,32561|0) - to make space for the next set of notes, there should be no reason to do the same with 00:33:796 (33796|1) -, as this one feels weird to have cut off. The 2 long LNs are ok because they are overextended sounds (won't say they are incorrect, because I agree with the idea, but not precisely with the execution, but I digress), but the short one isn't an overextended sound like them, so it shouldn't be treated the same way as them. So my reccomendation is simple to make the small LN (this one 00:33:796 (33796|1) - if you got lost) end where it should, in other words, here 00:33:973 -. okay

From here 01:08:032 - up to here 01:13:502 (73502|2) -. On the section starting here, bluntly put, it feels overmapped. Now, before you go and start saying it's not: Yes, it's not overmapped, each single note/double note represents a sound, so it's not overmapping. But even tho it isn't overmapped, doesn't mean it doesn't FEEL like it is. Most of the notes on that section are barely hearable. And while playing the map, all I could think of here was "WTF am I supposed to be following with this?". My main guess here is that there's too much emphasis on the LNs (which, being honest, start getting a bit repetitive by this point, and the map is 4 minutes long), and too few on the single notes. So varying a bit and making it more oriented on the single notes rather than the LNs would give the player a break from the already-repetitive LNs, and also make this section both more comfortable (o yes, this section feels pretty uncomfortable too) and less akward overall. these are all intended and the notes are following hihats

I'm going to leave it like this for now, since I'm pretty tired and I would've gotten even further, and this already makes 4 pages on Word lol. :(

Anyways, if you have any doubts with my mod, you can always PM me either in-game, on forums, or even on Discord (I noticed you were on the RRM Discord Server yesterday lmao), the latter being the easiest point of access. beware the spam
tank for mod
rip ur kds
AlisceaSparku
did a little self-mod to -maybe- prevent future disqualifications

https://puu.sh/u8FCy/133e3aa1a1.txt
LinkTaylord
Hello boi.
I had in mind to mod your all your SVs, but Thanks to Kaito-kun, the objectionable slowjam disappeared.
It was a very unnecessary and unpleasant slowjam that overshadowed the other SVs.
But I still think all those SVs are not very noticeable, try to intensify those that go with the song and eliminate those that you feel forced. Here is a little recommendation...That I can't explain very well, so I will make many arrows for you to understand.
Image full of arrows and stuff

It's a more noticeable SV. I do not tell you to put it exactly the same, but you can try something similar and make the change more luxurious than to simply damage your accuracy.



01:20:561 (80561|2,80737|1,80737|0,80826|3,80914|1,80914|2,80914|0) - And I think putting this after a SV is not a good idea, much less if there is a jack or something like. Change the LNs to normal notes and it is much better! Smooth speed changes, LNs and high OD do not get along.

03:23:384 - Refrain from putting many speed changes here, they are not bad to tell and it is the same as the last kiai. So either you put the same thing as in the last kiai or you change those SVs.

01:21:708 - I clearly hear something strong here that is not mapped, check parts like these and represent them with at least one note.

No kudosu. They are only recommendations.
Topic Starter
riunosk

[-Seiryuu-] wrote:

Some inconsistencies here and there
00:50:561 - and 00:50:738 - are each missing a note for the triple beat. (I know these could be done on purpose but adding those notes really make it play out better) p much nowhere else i could put notes and LNs were following pitch so bleh
02:54:796 - and 02:54:973 - ^ ^
00:52:679 - There should be a note here. discussed in irc, not applied
00:52:855 (52855|2) - There's no beat here so this should be removed. (Ghost note) ^
03:13:767 (193767|2) - There's no beat here too (Ghost note) ^, applied
03:16:326 (196326|2,196414|3,196502|2,196590|3,196679|2,196767|3) - Right hand trill here can definitely be avoided. fixed
Actually from 00:52:326 - to 00:53:738 - there's a beat every 1/1 snap so you might want to fix that. discussed in irc, sort of fixed

Also, the more i look at it, the more i realise that the chart is literally copypasted again and again :/. blame mitis

Might add on a bit about the SVs after i get replies from the other guys. dabalit fixed
tank for mod
Topic Starter
riunosk

LinkTaylord wrote:

Hello boi.
I had in mind to mod your all your SVs, but Thanks to Kaito-kun, the objectionable slowjam disappeared.
It was a very unnecessary and unpleasant slowjam that overshadowed the other SVs.
But I still think all those SVs are not very noticeable, try to intensify those that go with the song and eliminate those that you feel forced. Here is a little recommendation...That I can't explain very well, so I will make many arrows for you to understand.
Image full of arrows and stuff

It's a more noticeable SV. I do not tell you to put it exactly the same, but you can try something similar and make the change more luxurious than to simply damage your accuracy. interesting idea but sorry i think my svs are fine as they are



01:20:561 (80561|2,80737|1,80737|0,80826|3,80914|1,80914|2,80914|0) - And I think putting this after a SV is not a good idea, much less if there is a jack or something like. Change the LNs to normal notes and it is much better! Smooth speed changes, LNs and high OD do not get along. those LNs are following the synths so no change here and putting it too noticeable is not really my sv style

03:23:384 - Refrain from putting many speed changes here, they are not bad to tell and it is the same as the last kiai. So either you put the same thing as in the last kiai or you change those SVs. intended sv style

01:21:708 - I clearly hear something strong here that is not mapped, check parts like these and represent them with at least one note. there is CLEARLY no sound here... check timestamp?

No kudosu. They are only recommendations.
tank for mod
Seiryuu
"blame mitis"

I'm only gonna say this once:

Don't blame the artist for something you can change.
Abraxos

[-Seiryuu-] wrote:

"blame mitis"

I'm only gonna say this once:

Don't blame the artist for something you can change.


¿?
Topic Starter
riunosk
pls
Rivals_7
beep
Aruel
erlinadewi-
MitiS is luv <3
IamKwaN
can you link me metadata reference please?

what i could find all have original mix at the back of the title, they seem to be the same song.
Topic Starter
riunosk

IamKwaN wrote:

can you link me metadata reference please?

what i could find all have original mix at the back of the title, they seem to be the same song.
i copied metadata from the ranked standard version here
Arzenvald
>.> those 0.8 sv would've been better if added some speed normalizer for better reading, the slowjam somehow feel forced (the way it repetitive, inevitable) in some way
nonetheless gl on qualify
IamKwaN

riunosk wrote:

IamKwaN wrote:

can you link me metadata reference please?

what i could find all have original mix at the back of the title, they seem to be the same song.
i copied metadata from the ranked standard version here
it doesn't look correct to me. if there's no proof about it, i will move on disqualifying

my findings are here:
https://soundcloud.com/mitis/mitis-movements-feat-mahi
https://www.facebook.com/Mitismusic/app/256619807713597
Topic Starter
riunosk
i'll ask byfar about the metadata
if the source isn't credible enough you can dq then i'll add it in
edit: no source, probably need to add it in
EDIT2: the track sounds different very slightly from the original from the sc link (i took the audio mp3 from here) for me. the most "obvious parts" that i can hear is 3:23 so im not sure if "Original Mix" can be added
Protastic101
Was just taking a look at some of the SVs in teleportation along with some other stuff, and I had some comments about it

*boop v2*
[General]
  1. 03:23:340 - Why is your preview point on the 1/8 before the kiai? Like, what's wrong with putting it exactly on the kiai at 03:23:384 -
[Teleportation]
SVs:

01:16:326 - So for the effect here, the speed up is kind of random and hard to read due to the fact the average SV from 01:16:326 - to 01:17:737 - is 1.05x and you tend to want to use an average of 1 since that's the easiest to read. What I would recommend is doing a stutter, where the SVs don't span multiple notes, but rather there's a sequence between each note. It'd be something like this
  1. 01:16:326 - 01:16:414 - 01:16:502 - 01:16:590 - 01:16:679 - 01:16:767 - 01:16:855 - 01:16:943 - 01:17:032 - 01:17:120 - 01:17:208 - 01:17:296 - 01:17:385 - 01:17:473 - 01:17:561 - 01:17:649 - 1.25x SV (any value can be used within reason, I'll use this for my example)
  2. 01:16:370 - 01:16:458 - 01:16:546 - 01:16:635 - 01:16:723 - 01:16:811 - 01:16:899 - 01:16:987 - 01:17:076 - 01:17:164 - 01:17:252 - 01:17:340 - 01:17:429 - 01:17:517 - 01:17:605 - 01:17:693 - Use .75x here (assuming you use the above value I mentioned; it varies depending on what the starting SV is).
  3. 01:17:737 - Back to 1x again here (unless you want to use an SV sequence from here to 01:17:914 - , more on that in a sec)
This creates a stutter like effect between each note which could be an interesting way to get emphasis across as opposed to just forcing the player to read at more than 1x SV for an entire measure.


01:17:737 - to 01:18:796 - Ok, this is pretty messy imo. Between each set of 1/4 triplets, there's no pause in the SV for the player to differentiate the distances between each note. It's all one fluid speed up, which would be ok if the notes weren't disconnected by rhythm. What I'd suggest here is a similar stuttering effect to what I listed above, except a little stronger, like 1.5x values. As for the 1/2 spaces between the triplets, you could try something like this
  1. 01:17:737 - 01:17:914 - 01:18:002 - 01:18:090 - 01:18:267 - 01:18:355 - 01:18:443 - 01:18:620 - 01:18:708 - Something like .6x for example.
  2. 01:17:826 - 01:18:179 - 01:18:532 - 01:17:958 - 01:18:046 - 01:18:311 - 01:18:399 - 01:18:664 - 01:18:752 - If using my example above, 1.4x
  3. 01:18:796 - to 01:19:149 - For this, since it's the lead into a new section, you could try something like a drag and throw, where the value starts off smaller and at the very last second use a stronger SV. Value would be like 01:18:796 - .5x here and then 01:19:061 - 2.5x here. It still averages to 1x for the entire sequence.

01:20:208 - to 01:20:561 - , 01:23:032 - to 01:23:385 - , 01:25:855 - to 01:26:208 - , 01:28:679 - to 01:29:032 - and so on. Just using a .8x SV here feels so unfulfilling because it just turns this section into what feels like a really long slowjam. What I'd recommend is to average out the SVs in all those beats to 1x by using an SV on the 1/4 before the downbeat (where the 1x SV is at). Since all the starting SV values are .8x, you would use a 1.6x for the places at 01:20:473 - 01:23:296 - 01:26:120 - 01:28:943 - 01:31:767 - and so on. It would then make the section average to a 1x SV which is best for readability imo

01:42:796 - You could definitely make this stronger, like 1.9x or something, and then add a slower SV such as .5x at 01:42:973 - for an interesting visual. It doesn't exactly average to 1x, but I think it should be sightreadable enough.

01:41:385 - to 01:41:737 - Not really understanding the purpose of these SVs. They're just a gradual slowdown and you tend to see those only at the very end of a section when there are no notes. I'd just recommend using 1x here instead.

01:41:737 - to 01:43:149 - I would also suggest separating your kiai during this point as this is a "calm before the storm" kind of transition.

03:45:973 - to 03:47:384 - Similarly to the above.

The rest of the SVs are a repeat of what I said, so you can apply them there too. The important thing to remember is to try and avoid using SV sequences that span multiple notes and instead keep them contained between two notes while also trying to get them to average out to 1x 90% of the time.


[Easy]
00:00:091 - This whole beginning is pretty much copy pasted wtf. tbh, I think it'd be easier to follow the music if you mapped the hats like the ones at 00:00:620 - 00:01:502 - 00:02:032 - 00:02:208 - 00:02:561 - 00:03:443 - 00:04:326 - and so on since the hats are emphasized on the 3/2 beat it seems. Seriously though, don't just copy and paste all the patterns here, it leads to really bland gameplay.

00:26:914 - In this measure, I think it would be a better idea to shift the focus from the 3/2 in the background to the 1/2 synth, and make it like so https://osu.ppy.sh/ss/7426683
00:33:267 - 00:33:443 - 00:33:796 - Similar to what I said above, where the focus of the music seems to shift from the 3/2 to the synth

00:33:973 - I'm getting the feeling you also copy pasted the part here with 00:39:620 - since from what I've seen, the first two measures are the same

00:45:267 - This is where I think using 3/2 would actually be beneficial to the chart as that's where the lower sounding synth plays twice in every measure. So in this way, the note density is lowered and can gradually be built up just like what the song does.

01:19:149 - What exactly are you following here? Like, I'm really confused because you used jumps on the 2nd downbeat of every measure, but not on the 4th downbeat which is on the offbeat, and also where the snare plays again. Additionally, with the way your first few notes are set up, the player would probably assume that you're going to be following the drum, and it's like a slap to the face when they hear the kick come in at 01:20:032 - but have to play a note on the downbeat at 01:19:855 (79855|2) - instead.
01:21:620 (81620|2,81796|1) - Going off the above, you have two notes here for the snare, which only further emphasizes the focus on the drums that isn't there. You're basically tricking the player like, "Here's what I'ma follow- PSYCH"
01:24:443 (84443|2,84620|3) - This is a snare followed by a kick and im so confused because aaaa what are you following even Q_Q

01:24:796 - There's really no reason to leave this out unnecessarily. There's a kick and it's easily audible, plus it's the first downbeat of a new measure. Skipping it just leads to an awkward flow because the player's gonna be like, "y der a note at 01:24:973 (84973|1) - 4 the hihat?" :thinking:
01:27:796 (87796|0) - Similarly, move this down to 01:27:620 - for flow sake since you tend to normally use only 1/1 in this section.

01:29:914 - I mentioned above a few times when you used 1/2 for the kicks, and now when there is 1/2 kicks, you leave it out? Like, yeah, there's 1/4 at 01:30:002 - , but you can simplify it with 1/2, or even use an LN for the entire thing if that suits your fancy. It's just really hard to get a grasp of the rhythm and structure of this section because you keep changing your instrument of focus.

01:40:326 - For this measure, I think you should try something like this to better represent the drums here https://osu.ppy.sh/ss/7426833

02:07:149 - Ok, I'm going to make my point about this again. I'm pretty sure these should all just be snapped to the 1/1 downbeats as opposed to 1/16 before. What you're doing here is instead of mapping the climax of the sound where it comes in strongest, you're mapping the very beginning of where it starts, which makes it accurate, but not preferable because the player is going to count to the downbeat to press the note, and not before because they are going to expect it to come on the downbeat since the sounds are artificially made and thus cant be attributed to musician's error.

02:38:208 - This is just bordering on my opinion now, but I think it'd be way less confusing to just map the drums here as opposed to piano or synth cause the notes at places like 02:38:561 (158561|0) - look inconsistent with 02:39:973 (159973|0) - because they're the exact same note arrangement but for different sounds, so you're not really giving the player a good grasp of what you're trying to achieve here.

Anyways, I think the large problems in this diff is just the general flow since it's rather confusing for the player to figure out what exactly is being followed, which makes this more difficult than it should be imo.


[Crono's Hard] Just taking a quick look at this one, nothing too major

00:27:443 (27443|0) - Remove this? There shouldn't be an LN here since there's no synth. It's similar in rhythm to 00:25:679 (25679|3,25855|2) - . Additionally, the LN + short note creates a jump here which is the first one you've used in this entire section.

00:50:561 (50561|1,50649|3,50738|2) - I'd try rolling this in a linear way to avoid having a 3/4 pattern in column 4 with 00:50:385 (50385|3,50649|3,50914|3) - , like this https://osu.ppy.sh/ss/7427103

00:59:208 (59208|2) - I think it'd be cool to move this over to 1 to be on a separate hand, so both hands get the LN kind of movement, like this https://osu.ppy.sh/ss/7427116

01:06:002 (66002|1,66090|3) - I think it'd be a better idea to try and connect these notes as opposed to isolating them since it makes the hand movement a bit harder because the player now has to skip fingers when rolling. Try this https://osu.ppy.sh/ss/7427134

01:09:973 (69973|2,70061|3,70149|2) - I'd try to avoid turns like this since they're a bit more straining on one hand when you do that, and it tends to leave out other columns from the burst, example being col 4 in 01:08:385 - .

01:12:179 - Should be a note here for the hihat or whatever it's called I believe
01:12:885 - Similarly ^

01:14:737 (74737|1,74826|1) - This is kind of the only place you used mini jacks in this transition, and they feel really out of place because as I said, it's literally the only place in this section it's been used lol. Either make this a 1-2-34 roll or something similar, or turn 01:16:149 (76149|2,76237|1) - into a minijack too.

01:16:326 - Relates to what I mentioned about turning the direction of these streams. It's kind of like running really fast and then suddenly a wall pops up (the turn) and you slam right into, losing all your momentum (in this case, the flow). I'd try this instead, where the turns on both hands as opposed to one https://osu.ppy.sh/ss/7427196

01:17:186 (77186|0) - comparing your diff to Teleportation be like https://puu.sh/ujZTK.jpg :thinking:

01:17:737 (77737|2,77914|2) - 01:18:267 (78267|2,78443|2) - Not sure if you did this on purpose, but felt kind of off to me when playing, though that's only my opinion. I don't think it's an issue, but if you wanna try making them all shifted rolls, that could work too, like this https://osu.ppy.sh/ss/7427219

Gonna stop here since I've already taken about two hours (minus some procrastinating), but yeah, I do think at the very least, you should try making the SVs a bit more averaged by using sequences between notes as opposed to going over them. Also, you need to fix that wrongly snapped note in crono's diff, and the 1/8 on the easy I talked with Rival's about, but idk, you might wanna talk to him about it too since I'm pretty sure it's supposed to be on the downbeat.
IamKwaN

riunosk wrote:

i'll ask byfar about the metadata
if the source isn't credible enough you can dq then i'll add it in
edit: no source, probably need to add it in
EDIT2: the track sounds different very slightly from the original from the sc link (i took the audio mp3 from here) for me. the most "obvious parts" that i can hear is 3:23 so im not sure if "Original Mix" can be added
So where you got yours? If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.

Any news from byfar? Gotta wait for at most another day.
Niko-nyan
gonna pass by

i found MitiS' soundcloud of this song (Link : https://soundcloud.com/mitis/mitis-movements-feat-mahi) which official but after i hear the song, it's quite same with this one (link : https://soundcloud.com/markthef4rth/mit ... -feat-mahi)
IamKwaN
Don't think the second soundcloud link is official.
Topic Starter
riunosk

IamKwaN wrote:

riunosk wrote:

i'll ask byfar about the metadata
if the source isn't credible enough you can dq then i'll add it in
edit: no source, probably need to add it in
EDIT2: the track sounds different very slightly from the original from the sc link (i took the audio mp3 from here) for me. the most "obvious parts" that i can hear is 3:23 so im not sure if "Original Mix" can be added
So where you got yours? If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.

Any news from byfar? Gotta wait for at most another day.
i just took the title directly from the suicidesheep's yt video from ^

also take note of EDIT2, if you can hear the difference
IamKwaN

IamKwaN wrote:

If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.
I think I have explained your concern. Is Suicide Sheep official? Glancing through their site, everyone could upload a song and claim they have the copyright?
http://submit.mrsuicidesheep.com/
Topic Starter
riunosk

IamKwaN wrote:

IamKwaN wrote:

If there is nowhere mentioning current title, you have to stick with what I have found. Imagine TV Sizes with no particular title, they follow the nearest official title.
I think I have explained your concern. Is Suicide Sheep official? Glancing through their site, everyone could upload a song and claim they have the copyright?
http://submit.mrsuicidesheep.com/
fair enough
IamKwaN
please fix it (either 1 or 2) and call me back
1
Title: Movements (Original Mix)
Artist: MitiS & MaHi

https://www.facebook.com/Mitismusic/app/256619807713597
2
Title: Movements Feat. MaHi (Original Mix)
Artist: MitiS

https://soundcloud.com/mitis/mitis-movements-feat-mahi
Topic Starter
riunosk

Protastic101 wrote:

Was just taking a look at some of the SVs in teleportation along with some other stuff, and I had some comments about it

*boop v2*
[General]
  1. 03:23:340 - Why is your preview point on the 1/8 before the kiai? Like, what's wrong with putting it exactly on the kiai at 03:23:384 -
thats what i usually do with most of my maps for the funs

[Teleportation]
SVs:

01:16:326 - So for the effect here, the speed up is kind of random and hard to read due to the fact the average SV from 01:16:326 - to 01:17:737 - is 1.05x and you tend to want to use an average of 1 since that's the easiest to read. What I would recommend is doing a stutter, where the SVs don't span multiple notes, but rather there's a sequence between each note. It'd be something like this
  1. 01:16:326 - 01:16:414 - 01:16:502 - 01:16:590 - 01:16:679 - 01:16:767 - 01:16:855 - 01:16:943 - 01:17:032 - 01:17:120 - 01:17:208 - 01:17:296 - 01:17:385 - 01:17:473 - 01:17:561 - 01:17:649 - 1.25x SV (any value can be used within reason, I'll use this for my example)
  2. 01:16:370 - 01:16:458 - 01:16:546 - 01:16:635 - 01:16:723 - 01:16:811 - 01:16:899 - 01:16:987 - 01:17:076 - 01:17:164 - 01:17:252 - 01:17:340 - 01:17:429 - 01:17:517 - 01:17:605 - 01:17:693 - Use .75x here (assuming you use the above value I mentioned; it varies depending on what the starting SV is).
  3. 01:17:737 - Back to 1x again here (unless you want to use an SV sequence from here to 01:17:914 - , more on that in a sec)
This creates a stutter like effect between each note which could be an interesting way to get emphasis across as opposed to just forcing the player to read at more than 1x SV for an entire measure. i've already greatly nerfed the speedup a lot to the point that its not too strong, but yet its not too weak that its not noticeable so no change, besides its still quite readable


01:17:737 - to 01:18:796 - Ok, this is pretty messy imo. Between each set of 1/4 triplets, there's no pause in the SV for the player to differentiate the distances between each note. It's all one fluid speed up, which would be ok if the notes weren't disconnected by rhythm. What I'd suggest here is a similar stuttering effect to what I listed above, except a little stronger, like 1.5x values. As for the 1/2 spaces between the triplets, you could try something like this from here
  1. 01:17:737 - 01:17:914 - 01:18:002 - 01:18:090 - 01:18:267 - 01:18:355 - 01:18:443 - 01:18:620 - 01:18:708 - Something like .6x for example.
  2. 01:17:826 - 01:18:179 - 01:18:532 - 01:17:958 - 01:18:046 - 01:18:311 - 01:18:399 - 01:18:664 - 01:18:752 - If using my example above, 1.4x to here, my SVs are fully intended and i have no intention of changing it (i have tried applying the suggested sv and i didn't quite like it)
  3. 01:18:796 - to 01:19:149 - For this, since it's the lead into a new section, you could try something like a drag and throw, where the value starts off smaller and at the very last second use a stronger SV. Value would be like 01:18:796 - .5x here and then 01:19:061 - 2.5x here. It still averages to 1x for the entire sequence. i like this idea, implementing it, but changing it to 2x instead, since it seems a tad bit too strong

01:20:208 - to 01:20:561 - , 01:23:032 - to 01:23:385 - , 01:25:855 - to 01:26:208 - , 01:28:679 - to 01:29:032 - and so on. Just using a .8x SV here feels so unfulfilling because it just turns this section into what feels like a really long slowjam. What I'd recommend is to average out the SVs in all those beats to 1x by using an SV on the 1/4 before the downbeat (where the 1x SV is at). Since all the starting SV values are .8x, you would use a 1.6x for the places at 01:20:473 - 01:23:296 - 01:26:120 - 01:28:943 - 01:31:767 - and so on. It would then make the section average to a 1x SV which is best for readability imo feel that my current sv is fine as it is, even after taking a look at the sv suggestion, and for me, just because it averages out to Xx SV doesn't always mean its usually better

01:42:796 - You could definitely make this stronger, like 1.9x or something, and then add a slower SV such as .5x at 01:42:973 - for an interesting visual. It doesn't exactly average to 1x, but I think it should be sightreadable enough. i strongly disagree with it as it can come as a shock/surprise with the way the sv is executed, and my sv at this timing point isn't too drastic either, so it should be fine

01:41:385 - to 01:41:737 - Not really understanding the purpose of these SVs. They're just a gradual slowdown and you tend to see those only at the very end of a section when there are no notes. I'd just recommend using 1x here instead. okay

01:41:737 - to 01:43:149 - I would also suggest separating your kiai during this point as this is a "calm before the storm" kind of transition. okay

03:45:973 - to 03:47:384 - Similarly to the above. okay

The rest of the SVs are a repeat of what I said, so you can apply them there too. The important thing to remember is to try and avoid using SV sequences that span multiple notes and instead keep them contained between two notes while also trying to get them to average out to 1x 90% of the time. :b


[Easy]
00:00:091 - This whole beginning is pretty much copy pasted wtf. tbh, I think it'd be easier to follow the music if you mapped the hats like the ones at 00:00:620 - 00:01:502 - 00:02:032 - 00:02:208 - 00:02:561 - 00:03:443 - 00:04:326 - and so on since the hats are emphasized on the 3/2 beat it seems. Seriously though, don't just copy and paste all the patterns here, it leads to really bland gameplay. will discuss in irc, though applied somewhat

00:26:914 - In this measure, I think it would be a better idea to shift the focus from the 3/2 in the background to the 1/2 synth, and make it like so https://osu.ppy.sh/ss/7426683 didn't apply since it looks like it has a sudden density spike compared to the rest of the section
00:33:267 - 00:33:443 - 00:33:796 - Similar to what I said above, where the focus of the music seems to shift from the 3/2 to the synth ^

00:33:973 - I'm getting the feeling you also copy pasted the part here with 00:39:620 - since from what I've seen, the first two measures are the same rearranged so that its not that repetitive

00:45:267 - This is where I think using 3/2 would actually be beneficial to the chart as that's where the lower sounding synth plays twice in every measure. So in this way, the note density is lowered and can gradually be built up just like what the song does. seems fine as it is

01:19:149 - What exactly are you following here? Like, I'm really confused because you used jumps on the 2nd downbeat of every measure, but not on the 4th downbeat which is on the offbeat, and also where the snare plays again. Additionally, with the way your first few notes are set up, the player would probably assume that you're going to be following the drum, and it's like a slap to the face when they hear the kick come in at 01:20:032 - but have to play a note on the downbeat at 01:19:855 (79855|2) - instead. here to
01:21:620 (81620|2,81796|1) - Going off the above, you have two notes here for the snare, which only further emphasizes the focus on the drums that isn't there. You're basically tricking the player like, "Here's what I'ma follow- PSYCH"
01:24:443 (84443|2,84620|3) - This is a snare followed by a kick and im so confused because aaaa what are you following even Q_Q here will discuss with irc after i sorta remap this part

01:24:796 - There's really no reason to leave this out unnecessarily. There's a kick and it's easily audible, plus it's the first downbeat of a new measure. Skipping it just leads to an awkward flow because the player's gonna be like, "y der a note at 01:24:973 (84973|1) - 4 the hihat?" :thinking: added
01:27:796 (87796|0) - Similarly, move this down to 01:27:620 - for flow sake since you tend to normally use only 1/1 in this section. ^

01:29:914 - I mentioned above a few times when you used 1/2 for the kicks, and now when there is 1/2 kicks, you leave it out? Like, yeah, there's 1/4 at 01:30:002 - , but you can simplify it with 1/2, or even use an LN for the entire thing if that suits your fancy. It's just really hard to get a grasp of the rhythm and structure of this section because you keep changing your instrument of focus. throwing notes in

01:40:326 - For this measure, I think you should try something like this to better represent the drums here https://osu.ppy.sh/ss/7426833 applied with modification

02:07:149 - Ok, I'm going to make my point about this again. I'm pretty sure these should all just be snapped to the 1/1 downbeats as opposed to 1/16 before. What you're doing here is instead of mapping the climax of the sound where it comes in strongest, you're mapping the very beginning of where it starts, which makes it accurate, but not preferable because the player is going to count to the downbeat to press the note, and not before because they are going to expect it to come on the downbeat since the sounds are artificially made and thus cant be attributed to musician's error. if i were to snap everything to 1/1, it'll be better for the players, but if i snap it to 1/1, it'll be inconsistent with the other difficulties, which i am highly unwilling to change. :confused:

02:38:208 - This is just bordering on my opinion now, but I think it'd be way less confusing to just map the drums here as opposed to piano or synth cause the notes at places like 02:38:561 (158561|0) - look inconsistent with 02:39:973 (159973|0) - because they're the exact same note arrangement but for different sounds, so you're not really giving the player a good grasp of what you're trying to achieve here. seems fine as it is
Anyways, I think the large problems in this diff is just the general flow since it's rather confusing for the player to figure out what exactly is being followed, which makes this more difficult than it should be imo. fl o w

Gonna stop here since I've already taken about two hours (minus some procrastinating), but yeah, I do think at the very least, you should try making the SVs a bit more averaged by using sequences between notes as opposed to going over them. Also, you need to fix that wrongly snapped note in crono's diff, and the 1/8 on the easy I talked with Rival's about, but idk, you might wanna talk to him about it too since I'm pretty sure it's supposed to be on the downbeat. :b:b:b
Crono

Protastic101 wrote:

*boop v2*
[General][list][*]
[Crono's Hard] Just taking a quick look at this one, nothing too major

00:27:443 (27443|0) - Remove this? There shouldn't be an LN here since there's no synth. It's similar in rhythm to 00:25:679 (25679|3,25855|2) - . Additionally, the LN + short note creates a jump here which is the first one you've used in this entire section.

00:50:561 (50561|1,50649|3,50738|2) - I'd try rolling this in a linear way to avoid having a 3/4 pattern in column 4 with 00:50:385 (50385|3,50649|3,50914|3) - , like this https://osu.ppy.sh/ss/7427103 shifted them left in favour of pitch

00:59:208 (59208|2) - I think it'd be cool to move this over to 1 to be on a separate hand, so both hands get the LN kind of movement, like this https://osu.ppy.sh/ss/7427116

01:06:002 (66002|1,66090|3) - I think it'd be a better idea to try and connect these notes as opposed to isolating them since it makes the hand movement a bit harder because the player now has to skip fingers when rolling. Try this https://osu.ppy.sh/ss/7427134

01:09:973 (69973|2,70061|3,70149|2) - I'd try to avoid turns like this since they're a bit more straining on one hand when you do that, and it tends to leave out other columns from the burst, example being col 4 in 01:08:385 - . If I do this I am playing the exact same pattern for a different pitch. refer to 01:03:090 (63090|1)

01:12:179 - Should be a note here for the hihat or whatever it's called I believe not mapping this sound. its short notes to synths for the transition to the next part of the song
01:12:885 - Similarly ^ ^

01:14:737 (74737|1,74826|1) - This is kind of the only place you used mini jacks in this transition, and they feel really out of place because as I said, it's literally the only place in this section it's been used lol. Either make this a 1-2-34 roll or something similar, or turn 01:16:149 (76149|2,76237|1) - into a minijack too.

01:16:326 - Relates to what I mentioned about turning the direction of these streams. It's kind of like running really fast and then suddenly a wall pops up (the turn) and you slam right into, losing all your momentum (in this case, the flow). I'd try this instead, where the turns on both hands as opposed to one https://osu.ppy.sh/ss/7427196 This is nice

01:17:186 (77186|0) - comparing your diff to Teleportation be like https://puu.sh/ujZTK.jpg :thinking: oops :oops: :oops:

01:17:737 (77737|2,77914|2) - 01:18:267 (78267|2,78443|2) - Not sure if you did this on purpose, but felt kind of off to me when playing, though that's only my opinion. I don't think it's an issue, but if you wanna try making them all shifted rolls, that could work too, like this https://osu.ppy.sh/ss/7427219 Not changing these minijacks as they fit just fine and remove monotony. It also applies a little tension to the player to transition to the stream.
I made some other adjustments in coherence with your mod. Also fixed some extra notes.
Topic Starter
riunosk
im currently unable to use any computer or laptop for now so i will apply them as soon as i can
applied
Rivals_7
before we go on
[Aliscea's Extra]

01:40:149 (100149|2,100414|2) - i'm not sure i heard anything around here. could it be a ghost note? The other diff doesnt seem to map it too anyways

01:41:914 -

AlisceaSparku

Rivals_7 wrote:

before we go on
[Aliscea's Extra]

01:40:149 (100149|2,100414|2) - i'm not sure i heard anything around here. could it be a ghost note? The other diff doesnt seem to map it too anyways // upon hearing it at 25% it's definitely a ghost note, however i believe it would be a noticeable inconsistency (even if i turned it to a slider). if this problem may be an issue for disqualification, then i'll figure out a good solution.

01:41:914 -
// i love it :D (and definitely not an issue since both difficulties are mapped by different mappers)
Rivals_7
alright quick things
[Aliscea's Extra]
00:26:032 (26032|0) - should be kick (35%) @30%

and delete the sample below "//Storyboard sound samples" via notepad


about the N sample on your diff, i think riunosk already inform you
AlisceaSparku

Rivals_7 wrote:

alright quick things
[Aliscea's Extra]
00:26:032 (26032|0) - should be kick (35%) @30%

and delete the sample below "//Storyboard sound samples" via notepad


about the N sample on your diff, i think riunosk already inform you
fixed everything
+ found a way to fix that ghost note issue

note that the current pattern is like that for variation, which is a pattern that i intend to focus on semi-jacks

http://puu.sh/uuNsw/dc4c8b1c45.txt <-- update (note: did this after a prom night and didn't sleep yet so please bear with me if i messed something up ;w;)

edit: wait what what "N" sample? maybe it got fixed already?
Pachiru
It seems to have problems to be ranked actually, good luck for it, since the song is very nice, and the map aswell! :)
Topic Starter
riunosk

Pachiru wrote:

It seems to have problems to be ranked actually, good luck for it, since the song is very nice, and the map aswell! :)
I'd greatly appreciate it if you could do a mod on this map c:
Rivals_7
aaaaaaaaa
Pachiru

riunosk wrote:

Pachiru wrote:

It seems to have problems to be ranked actually, good luck for it, since the song is very nice, and the map aswell! :)
I'd greatly appreciate it if you could do a mod on this map c:
Heh, I would love to, but I never modded Mania, and since the map is actually good, I think that my mod would be useless ;w;
Kamikaze
Generally looks fine but I wanna raise a couple of points for clarification

[Teleportation]

00:38:208 (38208|0,38208|1,38738|0,38738|1) - why are those doubles? There's nothing else worth emphasizing that on all the other added notes but doubles only occur here
00:44:385 (44385|2,44385|3) - and here

01:03:090 (63090|1,63090|0) - Reverse those notes for smoother transition as it is a 1/4 before an SV

02:07:414 - uhhhhhhhhhhhh



why is almost every note until 02:15:620 - 1/16 earlier than it should be? Admittedly after listening to the song on 25% it might just the song being retarded, but better to clarify

02:26:208 (146208|0,146384|1,146561|2) - Pitch of those notes is higher than 02:25:149 (145149|0,145326|1,145502|2) - , move 1 to the right

02:28:326 (148326|0,149737|2) - Reverse those notes to be more accurate pitch wise
03:07:326 (187326|1,187326|2) - Reverse those notes to be a more intuitive transition

03:33:090 (213090|1,213090|2) - Again, why is this a double, there's only the kick that you've been layering with single notes here
03:41:561 (221561|0,221561|1) - Saaaame
03:44:384 (224384|1,224384|0) - Saaaaaaaaaaaaaaaaame
03:44:737 (224737|2,224737|0) - Here especially, there's almost nothing here

rest's good
Topic Starter
riunosk

-Kamikaze- wrote:

Generally looks fine but I wanna raise a couple of points for clarification

[Teleportation]

00:38:208 (38208|0,38208|1,38738|0,38738|1) - why are those doubles? There's nothing else worth emphasizing that on all the other added notes but doubles only occur here for those one of the notes represent the well-im-not-sure-how-to-describe sound, and the other note is for patterning after listening thoroughly maybe singles would be better
00:44:385 (44385|2,44385|3) - and here ^

01:03:090 (63090|1,63090|0) - Reverse those notes for smoother transition as it is a 1/4 before an SV seems good, applied

02:07:414 - uhhhhhhhhhhhh



why is almost every note until 02:15:620 - 1/16 earlier than it should be? Admittedly after listening to the song on 25% it might just the song being retarded, but better to clarify these are snapped to be as accurate as possible, since i had difficulty hitting 320s with the standard 1/4 snap and always found it weird why i couldn't until someone pointed it out

02:26:208 (146208|0,146384|1,146561|2) - Pitch of those notes is higher than 02:25:149 (145149|0,145326|1,145502|2) - , move 1 to the right yep okay applied

02:28:326 (148326|0,149737|2) - Reverse those notes to be more accurate pitch wise applied with slight changes, last note moved to 2 instead, don't think the pitch is that low to be at 1
03:07:326 (187326|1,187326|2) - Reverse those notes to be a more intuitive transition okay applied

03:33:090 (213090|1,213090|2) - Again, why is this a double, there's only the kick that you've been layering with single notes here i mapped all kicks as doubles in the section while maintaining playability so i don't think this is an issue
03:41:561 (221561|0,221561|1) - Saaaame ^
03:44:384 (224384|1,224384|0) - Saaaaaaaaaaaaaaaaame ^
03:44:737 (224737|2,224737|0) - Here especially, there's almost nothing here removed a note

rest's good :relief:
btw i applied the suggestions at around 2:20 to my other difficulties as well to stay consistent
Kamikaze

god my acc is so bad on LNs, I need to stop panicking on streams+LN patterning

That being said all's good now imo, let's get this going! Qualified!
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